| pokemods ( @ 2009-06-19 23:24:00 |
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| Entry tags: | faqs |
FAQs
A lot of our favorite guys are from various regions, and with only a hundred and thirty or so in each there's only so many combinations people can have without overusing like crazy. Serebii.net - read up and decide who you'd like. |
4 TMs: Gym Leaders/Team Sol Boss/Eight Badges/Five Ribbons. 3 TMs: Gym Trainers/Team Sol Commanders/Six Badges/Four Ribbons. 2 TMs: Other/Team Sol Field Agents/Four Badges/Three Ribbons. 1 TM: Team Sol Grunts/Two Badges/One Ribbon. The amount of TMs is for the whole team, not per Pokemon. Characters can never have more than the above amount known by their team. One TM can be swapped for another. TMs are a one-time use: once used on a Pokemon, they turn into a Used TM and cannot teach another Pokemon its move. HMs are freely avaliable. Pokemon may know whatever HMs they can learn. Can you imagine having to teach a Starmie how to Surf, or a Golem how to bust rocks with Rock Smash? |
These can be known only if the offspring was bred. A baby can inherit one of the male parent's moves. The inherited moves cannot be TMs or Tutored moves. We suggest they're not too powerful. Example. Chatot knowing Heat Wave. [Tutor] or Mankey knowing Close Combat. [Egg] What's the advantage? They gain a move. |
A Move Tutor lives in a house on the banks of Lake Aeolus during weekdays, and in a shack in the middle of Cianwood Marsh on weekends. He can teach moves listed as 'Move Tutor Attacks' in each Pokemon's Pokedex entry, be they listed as 3rd Gen or DP/Platinum tutor moves, but wants payment in Pokedollars. |
People recognise Porygon 1: it's a prize in Kanto and Shiko's Game Corners. 2's a legitimate upgrade: people who work for Silph or are interested in them know it's in development and have signed a secrecy clause. Silph has to sell things after all. Z evolves with the 'Dubious Disc', which sounds as illegal as any torrent. |
There are no levels. Pokemon can access all moves level-learned. Power comes from the experience of the trainer, except in special cases. A gym leader's pokemon will be stonger than those of his trainers even if they were the same pokemon because he's a more experienced battler. We trust players to advance their own power levels as plot progresses. Amongst the leaders, the last is traditionally the strongest. Giovanni was Team Rocket's boss, Wallace was technically champ, and Volkner was clearly bored out of his mind by 'regular trainers'. |
Free spot. |
We allow anime-style movesets. What is this? A Pokemon knows all the moves it learns naturally through levelling up. Example: Infernape can learn Nasty Plot when a Chimchar. More moves provides more interesting battles and greater creative freedom. The issue of TMs, move tutors and egg moves have been addressed in this FAQ. Any Pokemon moves with a hyphen [-] are assumed to be known. |
Pokemon Trainers catch, train, care for and battle Pokemon. The majority of people in the Pokemon World fall into this category. You wander around the Pokemon World, catching and raising Pokemon. Trainers do such things as gathering information for their Pokedex, perfecting their technique, collecting badges, and working to become a Pokemon Master. No matter their specialities or aims - when two Trainers make eye contact, they must have a battle. There are many classes of Trainer. |
Shiko's Pokémon champion or League champion is the trainer who has completed Shiko's Pokémon League by collecting all the necessary badges, and won the national tournament and defeated the previous champion. There is only one Pokémon champion at a time. The champion must defend their title against challengers in the final of the next tournament, held annually. Champion: Untaken. |
Pokémon breeders typically concern themselves with raising Pokémon for health and happiness, rather than for Pokémon battles. They also participate in beauty contests and related competitions - not to be confused with Pokémon Contests, though it is common for them to take interest in these as well. Aspects of Pokémon breeding include: making and hatching Pokémon eggs, Pokémon grooming and Pokémon nutrition. |
These raise Pokémon to compete in Pokémon Contests. They raise their Pokémon much like Pokémon Trainers do, although with much more emphasis on beauty and appearance since they are major factors when it comes to points in Contests. They need to train their Pokémon to have beautiful moves, and be able to do well in battles, as a battle tournament is the second round of a Contest. Coordinators need a Contest Pass from a particular region to enter Contests there. Like trainers, coordinators travel throughout their region to catch and raise their Pokémon, however, unlike trainers, their goal is to collect Ribbons instead of badges. They need to collect five ribbons by winning various Contests in the region in order to be able to participate in that region’s Grand Festival. If they win the Grand Festival, they will be awarded the Ribbon Cup. Essentially, they are like a cross between a trainer and a breeder. |
A Gym Leader is the highest ranking member of a Pokémon Gym. Their job is to test trainers and their Pokémon so that they are strong and resourceful enough to compete against the Pokémon League, which for the Shiko Region is a Pokemon Conference. If a trainer defeats a Gym Leader in battle, then the trainer earns that Gym's Badge. Once a trainer has earned 8 badges from a region, they are able to compete against that region's Pokémon League. A Gym Leader's job is not just to test upcoming trainers. They must oversee how their respective gym is run and to maintain it. Great care must be taken to make sure that their gym reflects the best enviroment for the Pokémon type and playing style of choice. Some trainers must overcome various obstacles and challenges from other trainers before they get the chance to battle the leader. Gym leaders may also be involved in other activities when they are not battling other trainers, usually something to do with their town's particular attraction or landmark. It has not exactly been made clear how gym leaders attain this position, but it appears that it's different for each gym. Some of them founded their gym and are self-appointed, others appear to be passed on through families while a few are chosen by the other members of the gym. If the Gym Leader is defeated in battle, he or she awards them a Pokémon League badge. However, the Gym Leader may award the Trainer a badge for other reasons, since the badge is a symbol of the Trainer's skill. Losing challengers are welcome to try for badges over and over again if they fail first time round. |
Gym Trainers are those guys you have to battle before you fight the gym leader - good Pokemon Trainers that aren't quite there yet. |
These give the bearer the right to own Pokemon. Potential Trainers are required to attend a half-day training session at any gym at the start of the year before qualifying to take a brief test. Those who pass receive the license. Only licensed Trainers are legally allowed to purchase Pokeballs. Minors under the age of ten may own Pokemon, but are not allowed to compete in Pokemon League-sanctioned Tournaments or to challenge Gym Leaders. |
The Pokémon League is the official group that organizes competitions for registered Pokémon trainers. It serves as an umbrella that oversees the regional leagues, including the Shiko League. In order to participate in regional competitions, one must acquire a certain number of Gym Badges signifying the defeat of that region's Gym Leaders. |
The Shiko League is the regional Pokémon League of the Shiko region. It consists of a network of eight Gyms and then the Shiko Tournament for all successful trainers at the end of the year. Pokémon trainers who earn eight Gym Badges from sanctioned Shiko League Gyms qualify to participate in Shiko League competitions, one of which is the aforementioned tournament. Trainers must register for the region's Pokémon League before they earn any of the region's badges, something which they can do at any Pokémon Center or with a Pokémon professor. |
This is a championship tournament that is hosted annually in Amaranth Town. Trainers must win at least eight of the region's badges in order to be able to register for the competition. The tournament competition itself has an opening and closing ceremony, as well as a torch with the flame of Ho-Oh that burns during the entire tournament. The day after the ceremonial torch has been lit, the qualifying rounds begin so as to weed out trainers who have gotten the required eight badges, but are not yet skilled enough to continue, and those who survive move on to the preliminary rounds. Then the preliminary rounds begin right away, and will continue for several days until the top sixteen trainers have been decided. At this point, there is a short break in the competition so that the trainers and their Pokémon may rest, followed by the start of the final rounds. In the final rounds, most, if not all, battles are full battles, with each trainer competing with six Pokémon on each side. All battles are conducted in the main stadium, and trainers move up the tournament tree in single-elimination style. The winner of the Shiko Tournament faces the Champion: the previous winner of last year's tournament. Whoever wins, the champion must defend their title against the winner of next year's tournament. The winning trainer, upon defeat of his opponent, becomes the new Champion and is awarded a trophy by Mr. Goodshow himself, who presides over the tournament. The following day the closing ceremonies begin. |
A Pokémon Gym is a place where Pokémon Trainers go to train their Pokémon. Just like real life gymnasiums, where one can go to work out and build physical strength, Pokémon Gyms are places where Trainers can go to sharpen their battling skills and where their Pokémon can go to gain experience. Often specializing in a particular elemental type, Gyms create an environment which allows Trainers to test both their skills and Pokémon against those of others. The most powerful Trainer in a given Gym is called the Gym Leader, whom the lower-ranking members of a Gym look up to greatly. Gyms that are certified by the Pokémon League are vital to a Trainer's Pokémon journey. Leagues are designed so that conventional Trainers must travel far and wide before entering a League Competition, as the only way to enter one is by gaining at least eight official Gym Badges, and there can only be one official Gym per city. |
Normal Poké Balls have difficulty capturing extremely large and heavy Pokémon, to the point that the Pokémon will not even be taken entirely into the Poké Ball. When a Trainer wants to recall their Pokémon, they simply hold up the Poké Ball and point it at their Pokémon, and a beam will come from the Poké Ball's button, converting the Pokémon into energy again and drawing it back in. If this beam hits a person for any reason, that person will be momentarily stunned. If a Pokemon escapes, the Poké Ball flies back towards the Trainer. Also, some Pokémon know how to enter and leave their Poké Balls at will. If a Pokémon is being sent out, but does not wish to exit its Poké Ball, when the flash of light emerges from the Poké Ball, it will make a u-turn back to the open ball, turn red, and re-enter the Poké Ball. Poké Balls are not always at full size. Tapping the button on the front can convert it from full size, about the same size as a baseball, to a miniature size, about the same size as a ping-pong ball. This smaller size is more useful for storage, being small enough to carry in pockets or on belts. Poké Balls presumably can communicate with a Trainer's Pokédex, since the system updates itself with new captured Pokémon information, and keeps track of how many full Poké Balls the Trainer has on-hand. |
In them, Coordinators show how strong and beautiful their Pokémon can be. A Contest is divided into two parts. The first round involves the Coordinator appealing with his or her Pokémon to demonstrate its moves. During the appeal, the judges score the Coordinator. The second round is the battle round, where two Coordinators must do battle while still remaining stylish. The battle ends after five minutes have passed, a Pokémon is unable to battle, or a Coordinator has lost all of his or her points. * In Shiko, Coordinators enter one Pokémon for each round, and they also dress up nicely. There is a Master of Ceremonies - the Shiko contest announcer. Any Coordinator will need a Contest Pass for a region to enter contests in that region. Coordinators who win five ribbons are able to enter that region's Grand Festival. A ribbon won from events such as the Wallace Cup can be used in any region. |
As a rule, Hold Items have no effect in battle. Exceptions to this can be discussed with the moderators. If a good enough argument is given for a hold item to work an exception will be made. Exception 1: Cleanse Tags work as they do in the games, though they can be held by a trainer rather than a pokemon and only take effect if held by a pokemon if he pokemon in question is out of the pokeball. Exception 2: Scarves can be used to 'dress up' a pokemon for a contest. Berries work as they do in the games, though it's important to remember that pokemon do not have pockets. If a pokemon is going to be using a berry on its own (the only way to activate the pinch stat berries) then they'll have to carry it somehow. Pokemon can be used to deliver mail, as long as they could resonably hold it. |
There are dozens and dozens of nurses working at Pokémon Centers across the regions. As a rule, they are kind, earnest, honest Pokémon nurses who take care of sick and injured Pokémon. They will be working among a lot of people named "Joy". Although there are many exceptions, a nurse will generally have Chansey to assist her. |
Generally, officers are brave and determined, but mostly ineffective in their police duties. In other regions, they fight against the likes of Team Rocket, Team Magma, Team Aqua and Team Galactic - among other miscellaneous criminals. They will be working among a lot of people named "Jenny". Officers will generally have Growlithe to use as a police dog. |
Instead of being a Trainer, Nurse or Officer, you could have taken your career in another direction. Perhaps you're a shopkeeper? Or a student, lab researcher or another position? Obviously infinite. Please, if you apply for something like this, specify what your other career option is. |
They are a highly organised criminal syndicate headed by one boss and situated in Shiko. They are based in one large city, with many smaller branches reaching out across the region. All that is known is that the headquarters are guarded by many grunts. Their goal is to capture the Legendary Dogs to bring out Ho-Oh - their true aim. Main Base: • Magnolia City Major Bases: • Russet City • Apricot City • Cardinal City • Old Rose Town |
As boss, they command an army. He is the man behind it all. He makes all major decisions that affect the Team and is the mind behind all major plans: which places to try and take over, what research to conduct, how to punish insubordinate members and such like. You do not bad-talk the boss. Ever. HE IS THE BOSS. Current Boss: Mod-controlled. |
'Group 9' Commanders are, as their title suggests, high-ranking members of the Team. In some cases, they are subordinates of the Boss, but upon his absence, they become the leaders themselves. Their codenames are assigned by the Boss. Commander Cobalt: Free. Commander Rhodium: Played. Commander Iridium: Played. |
Agents are high-ranking members of the team who do important field work. These guys can spy and are essentially the eyes and ears of the Team. They are more skilled than your average grunt, and wear clothes that make their work easier - be it civilian clothing or sleek black outfits that make sneaking around easier. |
Grunts act as fodder, enforcers, workmen, crooks, and backup for various leaders above them. They are given Combee and/or Shroomish as standard; their team should reflect this. The Team's scientists are either members of or contracted by the Team to develop new technology. They help design and implement many of the devices used in the Teams's plans; they also experiment on Pokémon. |
[1: Kido, Tamaki] Age: 22. Location: Orange Town. Gym Type: Flying. Badge: Avian Badge. Prize: Aerial Ace TM. Inside the gym there are bridges connecting platforms all the way to the leader at the back. A player with a flying Pokemon capable of supporting their weight can fly right over the pit, otherwise they have to cross the bridges and battle 2 sets of trainers in double battles. Those with flying Pokemon have to face one trainer in a single battle on a platform suspended from the ceiling before they get to the leader; this trainer has more advanced flying Pokémon and offers a smaller prize after winning – a potion or some such. |
[2: Garth Mattock] Age: 27. Location: Apricot City. Gym Type: Grass. Badge: Fern Badge. Prize: Giga Drain TM. The Gym itself, behind the hedges, is smaller than most of the region’s gyms due to trainer battles tending to happen outside. It is a large greenhouse, filled with different types of plants. The region’s starter breeder is also stationed here due to the area being an ideal place for raising young pokemon. Challengers are expected to navigate a hedge maze. Gym trainers wander the maze, both to battle challengers and to direct anyone who gets lost to the exit. The berry trees used for the maze’s hedges attract wild pokemon and so they will be encountered there. Cutting the hedges is forbidden and doing so is a surefire way to irritate Garth. |
[3: Jasmine Hino] Age: 18. Location: Magnolia City. Gym Type: Water. Badge: Whirlpool Badge. Prize: Water Pulse TM. The Gym itself is a giant pool, with several platforms in the pool itself, so the trainers have a place to stand when battles are taking place, and so that non-water types have a place in which they can target their attacks from. The gym has an upper level, which stands over the pool itself, so that spectators can watch ongoing battles, and visitors to the Gym can avoid getting soaked. There is no exact "puzzle" in her Gym. There are several platforms stationed in the Gym pool, each one with the Trainer on them. The Leader's platform is located in the very back of the Gym. Challengers must defeat all Trainers before advancing to the Leader.</b> |
[4: Lulu Hahn] Age: 28. Location: Russet City. Gym Type: Dark. Badge: Shadow Badge. Prize: Dark Pulse TM. The Russet gym is located at the edge of the city, near the mines. Unlike most gyms, this one is closed during the day, and runs during the night. The main room looks like a poorly lit stadium, with the only light being moonlight coming through a couple of windows. Often, it is completely dark. There is an office/employee only room (the only one wired with electricity), a smaller room for battles, and a backdoor that leads outside. When a trainer enters the gym, they find themselves in a pitch-black room. Their goal is to navigate the darkness and find the key that opens the backdoor. There are three keys hidden in the stands, and two doors to choose from. One key opens the back door, one key opens the door to the mini-stadium, and one key is useless. Inside the mini-stadium waits a gym trainer, who challengers will have to defeat if they plan to leave the room and look for the right key. If the backdoor is opened, Lulu will be waiting on a moonlit platform for her challenger. |
[5: Anthony Larkson] Age: 25. Location: Sienna Town. Gym Type: Bug. Badge: Swarm Badge. Prize: U-Turn TM. The Gym is divided into two parts. The first is the Gym, where challengers have to solve two riddles. Upon entering, the challengers notice a dome in the middle, where light falls into the Gym. They fight the first battle on a small makeshift field then follow a dirt path to the tree meadow. After that, they come upon the Kriketots upon a log near the wall half in shadows. After that, they follow the dirt path to the door, which takes them outside and to the second part of the Gym, the outside battlefield. It is a giant grassy field with trees growing sparsely on the sides and official battlefield lines drawn upon the ground. Challengers have two sets of challenges to overcome. This first challenges their memory as the first Gym Trainer challenges them. If they win, they’re given a combination of three colors and are sent onwards. There they arrive upon a meadow with 9 trees in it. In each tree is either a Spinarak or Ariados, which lower themselves down and drop a colored ball when the tree is knocked upon. The challenger has three chances to get the right colors and then has to put them in the right order. The second trainer tests this, and if it’s wrong challenges them, and then reminds them of the combination if they win. If not, they’re sent back and told to try again later. The second part involves Krikitots. Three Kriketots are founding sitting on a log and are playing a song. The challenger only has to identify which one is playing the wrong note and is allowed to continue, if they are wrong, they have to fight the third trainer. Then, after following the path, they come upon an open field, where they can then challenge Purple. |
[6: Avaliable] Free spot. |
[7: Ember] Age: 24. Location: Amaranth Town. Gym type: Fire. Badge: Cinder Badge. Prize: Sunny Day TM. The gym consists of 5 gym trainers, Ember and the breeding staff. The location of the gym makes it an ideal place to hatch eggs, so a breeding center was instilled in the gym before Ember even took over. There are living quarters for the trainers and their pokemon, and they try to live like family. Fire maze. Trainers will be creating dead ends and one must defeat the trainers to clear the path. Be careful, some are just dead ends. |
[8: Saito, Yasushi] Age: 28. Location: Old Rose Town. Gym type: Psychic. Badge: Wisdom Badge. Prize: Psychic TM. Old Rose Gym is the Old Rose Ruins themselves. A trainer must enter through the ruin's entrance in the northeast of the city. Volbeats are used to light the interior without causing it damage. Battles take place in the antechambers, whilst challenges to the gym leader occurs in the large chamber in the center of the ruins, where Unown cover the walls. To pass through the gym, one has to collect five Zener Cards from the Psychic Trainers. There's one card per trainer. Each trainer shows the challenger five cards: four are blank, and the fifth has one of the five Zener symbols [circle, cross, waves, square, star.] The challenger must correctly guess which of the five is the Zener card, as well as its symbol. If they get it wrong, they battle for the keycard. |
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